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252 lines
6.8 KiB
252 lines
6.8 KiB
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: |
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// |
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//=============================================================================// |
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#include "cbase.h" |
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#include "beam_shared.h" |
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#include "ai_motor.h" |
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#include "asw_ai_behavior_combat_stun.h" |
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#include "ai_hint.h" |
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#include "ai_navigator.h" |
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#include "ai_memory.h" |
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#include "asw_alien.h" |
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#include "asw_marine.h" |
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#include "particle_parse.h" |
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#include "asw_marine_skills.h" |
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// memdbgon must be the last include file in a .cpp file!!! |
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#include "tier0/memdbgon.h" |
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BEGIN_DATADESC( CAI_ASW_CombatStunBehavior ) |
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END_DATADESC(); |
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LINK_BEHAVIOR_TO_CLASSNAME( CAI_ASW_CombatStunBehavior ); |
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// todo: if we want more varied stuns, tie this to damage, etc |
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static const float COMBAT_STUN_DURATION = 2.5f; |
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// for now govern how often we check recent damage events |
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static const float COMBAT_STUN_CHECK_TIME = 0.5f; |
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//------------------------------------------------------------------------------ |
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// Purpose: constructor |
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//------------------------------------------------------------------------------ |
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CAI_ASW_CombatStunBehavior::CAI_ASW_CombatStunBehavior( ) |
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{ |
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m_flStunEndTime = 0.0f; |
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} |
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//------------------------------------------------------------------------------ |
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// Purpose: function to set up parameters |
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// Input : szKeyName - the name of the key |
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// szValue - the value to be set |
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// Output : returns true of we handled this key |
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//------------------------------------------------------------------------------ |
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bool CAI_ASW_CombatStunBehavior::KeyValue( const char *szKeyName, const char *szValue ) |
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{ |
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return BaseClass::KeyValue( szKeyName, szValue ); |
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} |
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//------------------------------------------------------------------------------ |
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// Purpose: precaches any additional assets this behavior needs |
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//------------------------------------------------------------------------------ |
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void CAI_ASW_CombatStunBehavior::Precache( void ) |
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{ |
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BaseClass::Precache(); |
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} |
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//------------------------------------------------------------------------------ |
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// Purpose: determines if we can use this behavior currently |
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// Output : returns true if this behavior is able to run |
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//------------------------------------------------------------------------------ |
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bool CAI_ASW_CombatStunBehavior::CanSelectSchedule() |
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{ |
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if ( !GetOuter()->IsInterruptable() ) |
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{ |
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return false; |
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} |
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if ( !HasCondition( COND_BEGIN_COMBAT_STUN ) ) |
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{ |
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return false; |
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} |
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return BaseClass::CanSelectSchedule(); |
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} |
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//------------------------------------------------------------------------------ |
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// Purpose: sets / clears conditions for when the behavior is active. this is |
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// generally a larger set of conditions to interrupt any tasks. |
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//------------------------------------------------------------------------------ |
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void CAI_ASW_CombatStunBehavior::GatherConditions( ) |
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{ |
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BaseClass::GatherConditions(); |
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} |
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//------------------------------------------------------------------------------ |
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// Purpose: sets / clears conditions for when the behavior is not active. this is |
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// mainly to have a smaller set of conditions to wake up the behavior. |
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//------------------------------------------------------------------------------ |
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void CAI_ASW_CombatStunBehavior::GatherConditionsNotActive( ) |
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{ |
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BaseClass::GatherConditionsNotActive(); |
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ClearCondition( COND_BEGIN_COMBAT_STUN ); |
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if ( !GetOuter() ) |
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{ |
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return; |
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} |
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if ( !IsAlienClass( GetOuter()->Classify() ) ) |
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{ |
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// This behavior isn't currently designed for non-aliens, relies on CASW_Alien::m_RecentDamage |
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Assert( false ); |
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return; |
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} |
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CASW_Alien *pAlien = static_cast<CASW_Alien*>( GetOuter() ); |
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for ( int i = 0; i < pAlien->m_RecentDamage.Count(); i++ ) |
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{ |
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int nDamageType = pAlien->m_RecentDamage[i].GetDamageType(); |
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if ( (nDamageType & DMG_CLUB) && (nDamageType & DMG_SONIC) ) |
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{ |
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if ( pAlien->m_RecentDamage[i].GetAttacker() && pAlien->m_RecentDamage[i].GetAttacker()->Classify() == CLASS_ASW_MARINE ) |
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{ |
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m_flStunDuration = COMBAT_STUN_DURATION; |
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SetCondition( COND_BEGIN_COMBAT_STUN ); |
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break; |
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} |
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} |
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} |
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} |
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//------------------------------------------------------------------------------ |
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// Purpose: general purpose routine to collect conditions used both during active |
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// and non-active states of the behavior. |
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//------------------------------------------------------------------------------ |
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void CAI_ASW_CombatStunBehavior::GatherCommonConditions( ) |
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{ |
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BaseClass::GatherCommonConditions(); |
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} |
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//------------------------------------------------------------------------------ |
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// Purpose: routine called to start when a task initially starts |
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// Input : pTask - the task structure |
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//------------------------------------------------------------------------------ |
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void CAI_ASW_CombatStunBehavior::StartTask( const Task_t *pTask ) |
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{ |
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if ( !GetOuter() || !IsAlienClass( GetOuter()->Classify() ) ) |
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{ |
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TaskComplete(); |
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// This behavior isn't currently designed for non-aliens |
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Assert( false ); |
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return; |
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} |
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CASW_Alien *pAlien = static_cast<CASW_Alien*>( GetOuter() ); |
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switch( pTask->iTask ) |
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{ |
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case TASK_COMBAT_STUN: |
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{ |
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m_flStunEndTime = gpGlobals->curtime + m_flStunDuration; |
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pAlien->m_RecentDamage.RemoveAll(); |
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DispatchParticleEffect( "melee_stun", PATTACH_POINT_FOLLOW, pAlien, "attach_top" ); |
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break; |
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} |
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default: |
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{ |
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BaseClass::StartTask( pTask ); |
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break; |
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} |
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} |
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} |
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//------------------------------------------------------------------------------ |
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// Purpose: routine called every frame when a task is running |
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// Input : pTask - the task structure |
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//------------------------------------------------------------------------------ |
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void CAI_ASW_CombatStunBehavior::RunTask( const Task_t *pTask ) |
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{ |
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CASW_Alien *pAlien = dynamic_cast<CASW_Alien*>( GetOuter() ); |
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if ( !pAlien ) |
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{ |
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TaskComplete(); |
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Assert( false ); |
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return; |
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} |
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switch( pTask->iTask ) |
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{ |
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case TASK_COMBAT_STUN: |
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{ |
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if ( gpGlobals->curtime > m_flStunEndTime ) |
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{ |
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TaskComplete(); |
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} |
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break; |
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} |
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default: |
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{ |
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BaseClass::RunTask( pTask ); |
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break; |
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} |
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} |
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} |
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//------------------------------------------------------------------------------ |
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// Purpose: routine called to select what schedule we want to run |
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// Output : returns the schedule id of the schedule we want to run |
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//------------------------------------------------------------------------------ |
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int CAI_ASW_CombatStunBehavior::SelectSchedule() |
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{ |
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if ( HasCondition( COND_BEGIN_COMBAT_STUN ) ) |
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{ |
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return SCHED_COMBAT_STUN; |
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} |
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// SelectSchedule() shouldn't be called unless we're ready to run this behavior... |
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Assert( 0 ); |
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return SCHED_NONE; |
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} |
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AI_BEGIN_CUSTOM_SCHEDULE_PROVIDER( CAI_ASW_CombatStunBehavior ) |
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DECLARE_TASK( TASK_COMBAT_STUN ); |
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DECLARE_CONDITION( COND_BEGIN_COMBAT_STUN ); |
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DEFINE_SCHEDULE |
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SCHED_COMBAT_STUN, |
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" Tasks" |
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" TASK_STOP_MOVING 0" |
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" TASK_SET_ACTIVITY ACTIVITY:ACT_FLINCH_PHYSICS" |
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" TASK_COMBAT_STUN 0" |
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"" |
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" Interrupts" |
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"" |
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); |
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AI_END_CUSTOM_SCHEDULE_PROVIDER() |
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#include "tier0/memdbgoff.h"
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